public void give() { TactileLibrary.Item_Data item_data = actor.items[Item_Window.index]; if (!actor.can_give(item_data)) { Global.game_system.play_se(System_Sounds.Buzzer); return; } Global.game_battalions.add_item_to_convoy(actor.items[Item_Window.index]); bool giving_equipped = Item_Window.index == actor.equipped - 1; actor.discard_item(Item_Window.index); // If can't give anymore if (!can_give) { Global.game_system.play_se(System_Sounds.Cancel); cancel_trading(); } else { Global.game_system.play_se(System_Sounds.Confirm); } Traded = true; if (Item_Window.index < Item_Window.equipped || Item_Window.equipped == 0) { actor.setup_items(false); Item_Window.refresh_equipped_tag(); } refresh(); item_window_index_changed(); // Add jumping to the correct page and probably jumping to the correct line for the item here //Debug? Supply_Window.jump_to(item_data); }
public void give() { TactileLibrary.Item_Data item_data = actor.items[Item_Window.index]; if (!can_give || !actor.can_give(item_data)) { Global.game_system.play_se(System_Sounds.Buzzer); return; } Global.game_battalions.add_item_to_convoy(actor.items[Item_Window.index]); actor.discard_item(Item_Window.index); if (can_give) { Global.game_system.play_se(System_Sounds.Confirm); } else { Global.game_system.play_se(System_Sounds.Cancel); } Traded = true; refresh(); item_window_index_changed(); // Add jumping to the correct page and probably jumping to the correct line for the item here //Debug? Supply_Window.jump_to(item_data); if (can_give) { Item_Window.active = true; } else { switch_giving(); } }